Some ideas I cooked up overtime had that I thought would make Wind Slayer 2 a better 2DMMO that rivals La Tale and Maple Story . I'll try to keep it simple to understand as possible.

( Scroll down for the T;L;D;R version )

First let's start off with P.V.E

Player Versus Enemy

Strong and Weak attacks :

Generally when you're attacked by monsters, regardless of how much damage they do you'll be temporarily stunned when being hit. The same thing happens when you're hit by monster's strong attack only the stun is slightly longer. This isn't a bad system I just find it lacking in terms of excitement. What I would change is that stuns would be based off the percentage % of damage done to the enemy's max health. For example.Player A's max health : 1,000.

Rhino Turtle hits for 75 damage.

Because Rhino Turtle dealt more than 7% of Player A's total health, she'll be stunned during the hit. If Rhino Turtle were to hit more than 10% of Player A's total health.

Player A's max health : 1,000

Rhino Turtle hits for 125 damage.

She'll be what's known as a "crack" which is a longer than normal lengthen stun ( approx 1.5 seconds ) If Angel is attacked consecutively during a "crack" she'll continued to be stunned repeatedly until she is hit 5 times then she'll simply be knocked on the floor.

This would make it so that you can't simply perma stun enemies with any random attack you manage to hit them with.

Monsters & Bosses.

Some people are comfortable with a game that isn't too challenging, but not too easy. However games such as Wind Slayer 2 is too much on the easy side than neutral. An example of this is how overpowered players are compared to monsters. It is hard enough for a group of monsters to down 1 single player. Having up to 5 people to join 1 party just makes it beyond overkill for the poor monsters. It'll be a miracle if they can get off 1 attack before the entire mob dies. Why can't the monsters simply have the ability to dash like Dynamite Hogs do? What I propose is.

Monsters :

1. Increase walk speed by 200%2. Increase health by 500%3. Increase damage by 200%4. Allow monsters to dash when they're too far from the players ( similar to what dynamite hog does )

Bosses :

1. Increase boss walk speed by 300%2. Increase boss health by 5,000%3. Increase boss damage by 500%4. Increase boss exp by 10,000%5. Give each boss a wide range attack that can only be dodged through timed double jumping.6. Give each boss a super long ranged attack to use when their health is below 30% only avoidable by timed double jumping.

Mob control.

Weak attack and hard attacks should have there own set amount of hit boxes. A reason why P.V.E is so easy is because monsters are generally only able to attack 1 player at a time while players can hit up to 7 monsters at once per attack. This also poses a problem in P.V.P with 2v1 fights being a near unwinnable fight for the teamed person. Also this puts a bit of control of spammed attacking.

Basic attacks ( Players & Monsters )

1. Weak attack can hit up to 2 enemies.2. Hard attack can hit up to 4 enemies.

Spell damage multipliers.

Because they're so many spells and skills that attack many enemies at once the more enemies that are hit at once should reduce the amount of damage done to every enemy. An example of this would be as followed.

This encourages players to get in the action for the great combo benefits as well as provide players without a full party to be able to level up at a fluent pace.

Player Versus Player

P.V.P Room Option # 1 [ No Control A.K.A Unlimited ]

You battle with the same stats you have outside of P.V.P.

P.V.P Room Option # 2 [ Novice P.V.P ]

This reintroduction Is not hard implement. Preset all participants to level 30 with equal stats regardless of class and restrict usage of all skills and weapons. This P.V.P option can only be played with novice weapons.

P.V.P Room Option # 3 [ Survivorman ]

A simple and chaotic P.V.P system that allows each man to defend for him/herself while each participant has 5 lives. After a player has died 5 times they're removed from play with the last one standing reigns victorious.

P.V.P Room Option # 4 [ Castle Siege A.K.A Boss Raid ]

A random player is crowned the king and their stats is increased to :

Health : 100,000Mana : 10,000

Strength : 255 Intelligence : 255Dexterity : 255 Vitality : 255

Granted Immunity to stun and frost ( ice effect )

Their goal is to keep their crown after having their castle sieged by rioting towns people. A 1 Vs 10 fight.

( Implementing my 7% to stun 10% to crack stun system it is very unlikely the King or Queen will ever be stunned by any attacks )

P.V.P Room Option # 5 [ Tournament ]

This mode requires 4, 8, 16 or 32 and each participant has to pay a set amount of gold entry fee. That money is all combined into the Runner-up and Champion prize money.

Once each player has officially signed up they're all warped to a tournament waiting room for 60 seconds. During that time each person can socialize while their randomly paired with another player and then after 60 seconds are teleported to a small room to fight. Once a winner is declared the winner will be warped back to the tournament waiting room while the other is sent back to the open world ( Outside the P.V.P server ) Once all the first round fights are over the participants will wait another 60 seconds to socialize while waiting for the next rounds to begin and this sequence will repeat until the last 2 participants fight to determine who the champion is. The runner-up and champion will be announced through server mic.

Room Option # 6 [ The Cage ]

Never want P.V.P to end? Well in this mode you jump into an open P.V.P fight with no end, each blow you deal to another rewards more Exp, Wsp, and gold. Just keep dropping enemies and duking it out for hours.

Room Option Setting # 1 [ No bonuses ]

This setting will turn off all bonus options on gear .

Room Setting # 2 [ Mixed Teams ]

This setting will eliminate the need for balanced teams, once a match has ended the game will begin anew in 5 seconds regardless of how many participants are on both sides. If both teams are uneven, the team with the lesser amount of players will receive 50 Strength, Intelligence, Dexterity and Vitality for each player under their team has.

But this shouldn't be the only thing that differentiates them from one another. The higher the rarity, the better defense it provides. This will give players more incentive to seek higher grades of armor.

It sucks when you get a gear with a very high stat bonus but it's the wrong stat. I in particular found a monk level 70 headband with + 13 Intelligence on it. Create a npc that will allow you to randomly changed the bonuses on your gear into other stats, an example of which would be as followed.

An option that would be unique to Wind Slayer would be stat fusion. It works similar to stat redistribution except for instead of changing stat bonuses, they're all fused into 1 high stat option.

Beauritania Priest Staff [ Legendary ]

Intelligence + 2Strength + 2Dexterity + 6

After using stat fusion ( randomly chooses a stat to fuse into )

Intelligence + 10

Stat fusion will cost approx : 25,000 Gold at 30% chance of success.

Using equipment as fashion

Nothing's more uglier than wearing a level 70 Jack the Ripper shirt with the Shadow Assassin's Pants.

Using equipment as armor is converting a piece of gear that normally gives defense / attack into a fashion item.

Adventurer's Jacket + 100 defense ~ Adventurer Jacket [ Top ]

The Adventurer's Jacket is now a piece of fashion. Why have cash shop fashion when you can use equipment fashion? Because cash shop fashions will still have bonuses on it E.G Cupid Top [ Female ] + 3% max health. Therefore, Cash shop fashion is still superior.

Boss Gears

As with most games, players are rewarded for hunting down bosses with dropped gears. Bosses gears are gears with special bonuses on it not found on normal gear such as + 10% magic defense or + 15% mana increase. Such gears would be as followed.

Boss equipment that are dropped automatically have Magic grade on them with the possibility of having rare and ultimate.

When upgrading boss equipment instead of simply its stat increasing its level increases as well. Boss equipment can be upgraded using grinding stones. All boss equipment are preset to level 10 and gains 10 levels per upgrade.

These are sacred skill books that allows its reader to surpass the normal limitations of any skill. A example would be as followed.

Beast Master's [ Wolf skill level 10/10 ]

Wolf skill is a second class skill therefore all monsters level 30 ~ 49 will drop the 2nd Sacred Book Of Secrets. The Book of Secrets is a mythical book that contains information that allows one to surpass normal human limitations.

Sacred Book of Secrets can increase a skill 5 levels beyond their natural limit.

1st Sacred Book Of Secrets increases any first class skill up to 10 levels beyond the natural limit [ Only need 1 to increase skill per level ]

2nd Sacred Book of Secrets increases any second class skill by up to 5 levels beyond there natural limit [ 2 books are needed to increase level per level ]

3nd Sacred Book of Secrets increases any third class skill by up to 5 levels beyond there natural limit [ 3 books are needed to increase level per level ]

Drop Rate of each book Approx :

1st 00.80 per monster.2nd 00.60 per monster.3rd 00.40 per monster.

General

Path ways to travel into different areas.

It'd be nice to connect the towns through small passage ways. Having every place in Wind Slayer be connected by portals makes the game seem really lazily developed. It isn't hard to use the tile sheet used to make the monster zones themselves to make areas where the say Ozi Vilage gradually turns into Balderan then you're in Balderan.

Crafting

Instead of having actual items drop from monsters, have monsters drop misc that can be turned into usable food, craftable material, or item buffs. By double clicking on a particular item a craft window will come up. Out of all your misc items you'll be able to set how many of any particular item you wish to make and the game will attempt to craft them into the desired item. ( This would also be effected by your crafting level )

A nice active alternative to standing in front of an object in the Mining / Gathering area with a heavy item left on your keyboard.

Auction House

Players can set their items in the auction house for people to buy without having to leave their PC on every night to do so. Instead of just having a purchase only or bid only system players will have to set a "buy now" option as well as a bid option. If bids fail to equal of exceed the buy now price within 24 hours the game will return your item back through mail while taking 5% of the total amount of gold wanted for the item.

Sealed Package

A sealed mail is a piece of mail that can be sent to another player and won't be retrievable until a preset ( buy the mailer ) demand on the sealed package. An example of this would be.

Safe sends Harmonix her Worm Dragon Hat, but she seals it. When Harmonix receives the mail she will see a note on it saying " You cannot retrieve contents without first setting 500,000 Gold in the money window" Harmonix would be unable to retrieve the Worm Dragon Hat unless she puts in 500,000 Gold in the Reply window. Only after she sets 500,000 Gold in the reply window can she Retrieve the hat from the mail. Safe will in return be sent the 500,000 Gold.

If the item isn't retrieved within 24 hours it is simply returned to the mailer.

This would help against scamming.

Exp for quest need to be made worthwhile

Quest exp should give at least x5 more exp.

Daily Quest

Help players keep busy, have a bulletin board that has a list of troublesome monsters in every region, Popola, Ozi Village, Amakusa etc rewarding more exp per quest. Allow all quest in the game to be repeatable every 24 hours but with 30% less exp/money rewards.

Additional Guild Options

Headquarters

Players should be allowed a 3 room headquarters for them to socialize and hang out in. Also, allow each guild to level up through quest exp instead of training exp. This would encourage players to work together and keep busy to level up their guild.

Guild Shops

There should also be guild quest that rewads guild coins with a guild shop based on the amount of coins you have. These shops will sell items similar to premium shop items but not as powerful.

I like games where the more players participating in the grinding the faster the Exp is. Parts would level up just like players and when the party Exp reaches 100% the party levels and the party leader is able to allocate party Exp points into a variety of options to help the party in there task.

When the party levels up it'll receive 1 skill point to add into different party passive skills.

This.....is.....GREAT!!!!If all this was in windslayer, it'll make the players more active in PVE, as well as, PVP. I would literally die from the excitement. I would definitely spend my day doing cage match. It's just so.........BFJSBJFNAV:N:NAN amazinsj HVBJSbvhg. This makes me want to grab Hamelin and show them this. There is nothing here I would disagree on.

Some things I would like to add to the PVP. This is a PVP game after all

PVP: Tag Battle

Before EntryTwo players enter the room, Player A and Player B. Player A goes on red, Player B goes on blue. The player's battle doesn't start yet because you need more than 1 person to tag battle. A third person comes along, Player C, and attempts to join the red team player. Now Player A has the option of letting Player C join his team. If Player A wants someone else to join his side, or is waiting for another player they know to come, they have the option of rejecting Player C. Player D comes along and attempts to join Player B. Player B accepts, they are now a team. Player C join Player A, the match begins.

ProcessPlayer A and Player B stand alone head to head, while Players C and D are in their waiting area. Player A doesn't wish to fight at first, and switches out with Player C. Now Player C and B are face-to-face. The Player in the Waiting room has no say in switching in or out, so all players need to stay alert. There's a cool down for the switch exchange so teams won't be instantly switching back and forth. Switching out has the same process of using a skill, can't use it in the air, can't use it being hit. Once both players on 1 team are dead, the match is over.

NotesEveryone has to stay alert during this mode. HP and MP will be increased due to the insane combos a tag team can pull off, and the lack of player capacity. This mode will allow players to work together,and change the way the fight alongside others.

PvP: Guild Team Battle

Before EntryTwo Guilds sign up, and meet each other for a battle. The master/admin of one guild who declared/accepted war chooses who gets to join the fight. If they choose a player from their guild, that player has the option of signing up or not. There can be at most 6 players in the tourney. There will be a list of numbers 1-6. The master/admin has an option on who's going to be number 1/2/5/4/etc.

ProcessThe battle begins with a 1v1 between Team A and Team B. Number 1 from both sides go head-to-head. If Number 1A were to die, Number 2A gets sent out, and faces Number 1B. Number 1B also gains a 20% hp/sp recovery after defeating Number 1A. This way they still has a fighting chance. Once one team's players are eliminated, the match is over.

NotesEveryone's maximum hp/sp are decreased during this mode. There shouldn't be any 5 min long 1v1's in this mode. The stage should also be fairly small with few platforms. This way runners can't get very far, and forces them to fight their opponent.

Just some thoughts. I think I would have fun with it, but I'm not sure if others would like it since it has rules pre-entry.

That would make pvp allot more hectic, constantly tagging in partners to better suit the situation, but it could also be abused. Maybe a 20 ~ 30 second period between switch ins. With that you could forget you're even playing a MMO.

House of Illusion mode < made that up- co-op team gamplay in which a random super insanely difficult bosses are spawned - certain room outside of field like dungeon- special rewards at the end- "fight to the end" where the mode ends when team dies. - resurrected at the next stage.Easy:- bosses have 10x more hp from original e.g 5 > 50- attacks are 5 times as painful- defense is 2 times as protective- exp is 10 times more Medium:- 20x more hp- 15 times- 7 times- 15 timesHard: - 40x- 20x- 15x- 150xInsane:- 50x- 30x- 20x- 200xGoG:- 100x- 75x- 75x- 500x- around maybe 5 stages easy, 10 stages medium, 15 stages hard, 20 stages insane, 50 stages GoG - God of gaming

Change the rates whatever you like, it doesn't matter, but the point is to make a boss dungeon in which we can train alternatively to normal dungeon and pvping. Make it unable to solo or else normal dungeon will cease to exist.=====================================================================================Hide and Seek:Even 3 year olds play it, why have we not realized this is a fun game?One/two players are chosen, chat from other team is hidden.- Have to use archers weak attack to hit other players.- Once opposing player is hit, they will turn to the team that is "it" and will have to hunt their own original team- Last one surviving wins- Only the team chosen to be "it" can see their own team for fairness and cheating.Everyone is an archer but only the person chosen to be "it" can attack. All other players have 1 hp and cannot be seen by the person who is "it." Like Zombies so to say, you get hit, you're on my side. All other players are unable to attack or use skills but are able to move and dash and jump. The person who is "it" would have to blindly try to attack anyone they can. Game ends when 1 person is still alive.=====================================================================================Tag, once again why not:- One person is "it" and has archer's strong and jump attack- Opposing players movement speed = 120%- Player at the end of time limit with least amount of turns for being "it" wins- Top 5 rewarded.Everyone is an archer. The "it" glows brightly - indication. Once another person is hit, the original "it" is now an ordinary player with 5 seconds invincibility time. The person hit is now "it." Nobody can attack except for the person who is "it."=====================================================================================Another Close range class - NecromancerNecromancer class < sort of- summon undead= lv 10 , summon undead mouse= lv 13, summon undead dogetc all with different attack styles, healing, aggro, def, offensive, magicSummoned monsters appear behind you like a puppet and attack in front of you. Summoned monsters have different skills.Only "ranged" skill would be maybe an undead mage. This would be like an all round character with a large penalty in defense and inability to use shields or hats < can wear but no stat bonus.Something like that. Maybe Occultist or Poltergeist.=====================================================================================Sort ButtonA button to organize the inventory according to type, rarity, and name.=====================================================================================PvP EquipsBring back the old equips which can be traded with PvP pointsMore Style better stats and more reason to play PvP.=====================================================================================All-Nighter modeA special system in which players can choose whether or not to become "Crazy" at level 20.Crazy mode: - Doubles experience rate - Everytime you die, you lose half of all your money in your bag - Also lose Triple the amount of exp for dying.